Wow, thatâs an awesome forest tileset!
No, seriously, is that a tree or a dynamite cartridge with a slime upon it?
And where are the ground tiles? And the backgrounds? I only see red and blue squares!
At least, theyâre outlined!
Yes, thereâs a bug that I need to inform you about.
There are lots of translucent, fully red 32Ă32 tiles all around the map.
Note for those who, like me, donât have a numpad: Do a find and replace in the script file and change â0Ă6â to â0Ă3â.
EDIT: Oh yeah, I forgot thereâs generators now. I didnât check in JCS, my bad.
You know you can just update an existing upload right? You donât need to make a new one.
To be blunt, I donât feel like reviewing this in detail anymore. It still has a lot of the same flaws as before (tilebugs everywhere, questionable layout, a giant bottom path of nothing), and I donât want to repeat myself.
Fortunately, the screenshots are a lot more bearable. Theyâre saved as JPEG for some reason though. Stick to PNG.
However, there are a few improvements, with there being more pickups and another start pos and some more layout, albeit no effort to make it tile with the tileset, which is the main flaw of this level.
Also counting a level version as plus isnât meant to be used that way on J2O. Itâs whether the level requires plus to play it. However, saving a level on TSF JCS makes it require 1.24 unless you have 1.23+. However there is a TSF to 1.23 level converter (and yes, you can load 1.23 levels in tsf jcs).
Really nice ;)
The eyecandy looks very nice, but when I start, I always get stuck!
Hey, this is not a bad map! I played this in singleplayer, but itâs good! And itâs working with TSF+.
Magyar vagy?
[This site is English only. ~cooba]
tutorial level for âbeginersâ indeed.
Too simple tileset which looks like you made it in 2 secs. Itâs ur 1st one so you should spend more time and effort on your next work.
A ridiculous amount of extra empty space, lacks a serious amount of useful tiles, and 1 minute worth of effort in MSpaint. Even if itâs a first, no attention has been paid to the standards.
Administrative notes: I donât know why this level is listed as TSF+; I played it in 1.23+ just fine. Also you need to include the tileset (Desolation7th.j2t) or a lot of people wonât be able to play it.
That aside, this is pretty cool. With all the power that JJ2+âs angelscript implementation offers, Survival Mission 1 is a good reminder that you donât need to use every single function and rewrite every last bit of JJ2 and pretend youâre writing an entirely new game just to make a playable level. SM1 uses angelscript to take certain actions just a little farther than they could be done in JCS aloneâcutscene-like dialogues, flashing lights, announcementsâwithout creating the impression itâs anything other than a JJ2 single player level. Itâs very subtle, and we could definitely use more levels like it in that respect.
(Also thereâs mouse aiming and several of the enemies have higher hit counts, but besides that it would be very easy not to realize the level is scripted at all, if youâre a casual player who isnât incredibly familiar with every single thing JCS can or cannot accomplish.)
Of course, once scripting is involved at all itâs easy to think of places that could have been a bit more elaborate. At least one point in the level would feel more complete with an accompanying music change. And I found myself getting lost a whole lot while playing; text alerts would announce that some door had been opened but woudnât tell me where that door was, and those would have been excellent use cases for moving the playerâs camera to focus on the newly opened door for a few seconds. And some more lighting effects would have been nice.
Anyway, howâs the level? Itâs all right. Itâs a classic sort of level where there are various places with labels like âgeneratorâ or âengine roomâ, and you have to find various trigger crates/zones to progress. Some enemies are supposed to be guarding various rooms, as indicated by their sitting in giant chairs or stuff like that. You shut down a âcoreâ and then find your way out again. Weâve seen this exact theme in Another Story, and maybe other levels even older than that, but thatâs not necessarily a bad thing.
I have to say, though, the layout was too cramped for my tastes. It definitely made the mouse aiming feel incredibly useful at times, particularly when I was climbing up a tower and shooting the enemies walking around on the ledges above me, but it also meant that the seekers and RFs didnât have very much to do. (And there wasnât a lot of ammo at all, especially in a level where half the enemies had higher-than-usual hit counts.) And the level was also quite compact, forcing a lot of paths to be right above or below one another even if they werenât necessarily close to each other in terms of semi-linear layout. This made things more confusing than they needed to be, and also reduced the possibility of making different areas of the map visually distinct from one another.
So there are definitely various improvements that the author can make here, but itâs a pretty playable experience provided you donât get too lost. I think the level of scripting is just fine, and the visuals are plain but serviceable, so Iâd suggest concentrating primarily on design in the immediate future. Donât be afraid to make things bigger. Work on getting the layout to match the theme. Find ways of indicating what path needs to be followed. Compare the ammo you offer to the places they can be used.
Download recommended? Sure. Itâs not spectacular, but itâs a solid foundation. For players, there are some decently attractive areas and reasonable challengesâfloat suckers put in several appearances in their classic role as buttstomp targetsâand youâll get a chance to kill some enemies and stomp some crates, so long as you donât get too confused about where to go next. For level makers, itâs a reminder that the barrier of entry to angelscript is only as high as you want it to be, and you can make a level that only needs it for one specific purpose instead of worrying about the whole level being a backseat to showing off your scripting skills. Itâs a traditional JJ2 SP experience with some mouse aim thrown into the mix, so if youâre into that sort of thingâand, well, you are on J2Oâhave at it?
Music is a 1:1 rip of T-Trackerâs âFirestormâ (http://modarchive.org/module.php?42288). Is it really that difficult to give credits to the original author of a well-known piece of music, Toni?
Changing âPlay this in FT2 onlyâ to âPlay this in MPT only!â was the only remotely funny thing in this case.
Still like the previous upload, however I liked original version more.
Lol good find FS, that is bizarre. Looks like they only act like that for the player that froze them, so that canât be manipulated to the disadvantage of others :P
Captivation: Awful
In most of the levels, you only go left or right. The episode is very short. The only bit of action is the boss battle, although itâs a boss used over and over. The shape of levels is monotonous.
Customization: Awful
You didnât use AngelScript (your episode needs it more than other episodes). You used almost no event. You used the original Jazz 2 software.
Eyecandy: Bad
Most of the customized tileset drawings look ugly. The city background uses the wrong objects. The only good use of the available eyecandy, itself messy, is in cl12.j2l and cl15.j2l. The vehicles in motions are a good add-on. Thereâs almost no eyecandy all around the levels, just endless brick walls and monochrome skies.
Originality: Bad
The musics you chose have been used over and over in the making of levels. The tilesets you made or chose are mashups of existing tilesets and sprites (and theyâre really scarce and messy)
Playability: Bad
Some important text strings are placed next to the exit, and you donât know where they are. You fall into endless pits, forcing to restart the game. You have no clue where the level exit and the warps are.
In the end, Iâm not going to wait for the next episode. Instead, Iâm going to wait for the current one to be drastically improved.
Frozen batlevators will act like bats out of hell.
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Eat your lima beans, Johnny.